Secrets!


So. I added a secret to my game, Anomalies.

Secrets are a marvel of games and game design. Think about Undertale: Undertale would not have been so popular in the theory community had Toby Fox not used his genius to add secret bosses and enemies and storylines into his masterpiece. It is consistently satisfying to go looking for something you did not know was there and be delightfully surprised by content you did not know existed. Finding a spooky character to talk to our a secret area that was previously closed off is an awesome feeling. Truly spectacular.

So I thought: Why not add a secret to my shitty puzzle game, Anomalies?

After I released v1.0.0 of Anomalies, I've been looking for interesting new content to add. So I did just that. I added the Inter-Department Transporter where a 4-digit code can be inputted to do... what? You'll have to figure it out! I'm sure you didn't just deduce it from the name, ha-ha...

It doesn't lead anywhere special, but it is cool nonetheless. It's a great feeling to feel fulfilled yet unfulfilled after completing a game but see you've collected only 4 out of 5 endings. I hope you guys enjoy.

But how do you make a good secret anyways, in terms of lore-wise secrets?

In my opinion, a good secret meant to be wondered about in terms of lore comes down to just a couple points (an example of a secret not meant to be wondered about is Gaster from Undertale, if you know what I mean).

  • The secret should add questions to be asked about your game's lore.
  • The secret should answer a question about your game's lore.

What do you guys think?

Now, the secret I added to my game doesn't really follow either of those points. It's more of just a silly thing to find and also to work as a framework for adding more secrets later in development; I intend the game's progression to be kept as un-linear as possible! I hope you have fun playing, if Anomalies is your sort of game.


— frazyfrazy

Files

anomalies-mac.zip 343 MB
Version 1.1.0 42 days ago

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